#ue4-general

1 messages Β· Page 239 of 1

bleak oar
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Which part don't I understand?

vale osprey
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well you keep repeating about pseudo-code and I keep telling you that pseudo code desribes a particular solution, which is not necessary the best or good at all

bleak oar
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Not everyone needs the best solution

worldly axle
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@stiff hazel To be safe you can mix up routines a bit, the individual dance moves can't be protected but a choreographed set might be able to

bleak oar
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90% of the time, you just need "a solution"

vale osprey
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@bleak oar well, articles are not written for everyone

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just plane no

bleak oar
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oh man, that's harsh.

stiff hazel
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@worldly axle Yeah i thought exactly that. Taking some moves, connecting how i like them, and it will be fine

vale osprey
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well, a hypothetical example, you need to sort a list, will you just always use a bubble sort? because it is "a solution"

bleak oar
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its usually better than "no sort" but you're missing the point

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you can leave to the engineer to decide if that sollution has any merit

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besides, all "sorting" has pseudocodes

vale osprey
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"no sort" is not solving the problem, bubble sort might not be better than nothing if it doesn't achive a target

bleak oar
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depends on how your data is structured

vale osprey
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if I have 0.25ms to solve a problem then solution has to fit, if it doesn't than problem is not solved

bleak oar
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not all problems need to be solved dynamically

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in other words, they could be pre-sorted for example

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pre-baked

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whatever

vale osprey
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well, many problem can be solved in different ways, pseudo code does it in one way, that's basically it

bleak oar
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I think I get what you're saying

vale osprey
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it;s nice to have it but it can be misleading

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I'll show you example

bleak oar
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sure

vale osprey
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meanwhile I'll find related thing

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both have pretty much the same math

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as in, you can take a first solution and code it into a 3d deformable body

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and it will be really bad

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it will be unstable and most likely will require more processing power than a 2d solution

bleak oar
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I can imagine

vale osprey
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if you forget about fracture part, then math in both of them is the same

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the difference is that in 2nd solution, that math is reformulated into a very specific form which can be solved using know computation techniques

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but someone, can reformulate it in a different way

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I mean yeah, it would be nice to have a detailed pseudocode for a 2nd method but it will be really long and for 1st one you just write few lines of code

bleak oar
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So you're saying it's easier to reformulate math and find a good code solution than it is to reformulate and optimize between coded solutions

vale osprey
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like if you want to implment 2nd solution on CUDA, the CPU oriented pseudo code will only help with understanding, or might even mislead you

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correct

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take into account that some math problems get new a better computational solutions

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just because of applied math is progressing, or we get new hardware, different architecture and etc

bleak oar
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Well, I guess I agree with you, but I'd still prefer if researchers would add example code to their findings. It's not like I don't appreciate the math behind it - it would simply save a lot of time for me personally and would open up all kinds of interesting solutions to those who struggle with abstract concepts or even just mathematical notations. I don't know if you've ever realized but there's all kinds of notational "dialects". I'm mostly used on the German one so I sometimes need more time to read western math

south ridge
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I agree with @bleak oar btw

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Sorta

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I can understand how much extra effort it can be to prepare all the nice and easy to use bits and such for a scientific paper

vale osprey
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@bleak oar people do it when they can or able to share. It's not rare for engineering part of the research to be on a certain level of know-how that they want to protect

south ridge
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But I think it should be done more widely to increase reach of new research with those who aren't in the field

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I include sample code and such with stuff I publish,. but it's reasonable to want to protect know-how and only publish the conceptual parts of the research

vale osprey
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@bleak oar yeah, science in a native language like German, French and Russian can be tough

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@south ridge I agree with you.

south ridge
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Actually, even though I include sample code and such, I can never reveal the entire picture

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πŸ˜„

vale osprey
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Not saying that pseudo code is useless, its just not everyone is comfortable sharing it for various reasons

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reminds me of Crytek's presentations, where they always had gaps

south ridge
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I'm a little more devious usually

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You will never notice the omission until you actually try to use the data we publish (unless it's published without any "safing")

vale osprey
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exactly

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thats the kind of gaps I mean πŸ˜„

bleak oar
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thanks for sharing your thoughs on this people

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really appreciated

vale osprey
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you start to implment and 90% done (or so you think) and then gotcha

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tbh, for most of my work which invovled implementing something from papers, I did prefer those which had good step by step explanations, by obvious reasons

south ridge
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On the other hand, I know exactly how much data one can accidently reveal

frank escarp
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unreal engine BSDF file is a great example of how to do it right

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they have the code version of every BRDF shader

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and they link to the original paper on every one of them

vale osprey
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but if the subject is not new to you and you have experience working with it, then you start pefering more general explanations

south ridge
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I think the peak "accidently revealed" that comes to my mind right now is one case where a full engineering drawing was embedded into PDF by a mistake

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It was supposed to be just an illustration, a very small one, as part of a presentation

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But whoever did it goofed and inserted a full engineering drawing with irrelevant parts colored white so they would be invisible

frank escarp
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talk about incompetent

south ridge
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They didn't even remove any dimensions or anything πŸ˜„

worn granite
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how

south ridge
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This is more common than you'd think

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I've encountered more engineering drawings embedded in PDF's

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Like... there was this one map of metro tracks

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The subway train lines are marked with thick lines as you'd expect

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But they just took most of original engineering drawing and set line thickness to 100000% on it

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Fixing line thickness reveals most of data is still there, though in that case they did remove all text data

vale osprey
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Bahaha

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I’ve heard of people not doing clearance before publishing and denying publish of multiple patents because of this

worn granite
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Hello? Snipping tool??

south ridge
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I developed some misc tools that skew & distort engineering drawings πŸ˜„

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They can mess up lines in such ways that dimensions cannot be recovered by measuring the lines

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But overall the drawing doesn't seem particularly skewed

worn granite
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or that

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that works also

south ridge
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So even if published in vectors, you cannot recover useful data out of it

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And all numerical dimensions are rounded down to a specific precision, so they become invalid (usually I just mask them out though, so the digits would not be readable even if you had full res)

vale osprey
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@bleak oar I remember another good example: high-pass filter

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used in CG plenty

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but you can use it for gazzilion of things

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A high-pass filter (HPF) is an electronic filter that passes signals with a frequency higher than a certain cutoff frequency and attenuates signals with frequencies lower than the cutoff frequency. The amount of attenuation for each frequency dep...

south ridge
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Oh hey

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I use high pass filter for restoring bad engineering drawings

vale osprey
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if you start with something like using it for a post-process, you can miss the whole other applications completely - talking from my own experience

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@south ridge hehehe πŸ˜„

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or spherical-harmonics, which where made to help with some math on quantum level but where used plenty some years ago for encoding cubemaps and etc

south ridge
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Spherical harmonics are most commonly used in world magnetic/gravity models btw

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That's probably their most common application to my knowledge

vale osprey
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I've seen them in couple of articles and used to build a g-buffer that stores light field function instead of just single direction light

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@south ridge exactly, I had no idea where they came from originally

frank escarp
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spherical harmonics are like furier series but in 3d

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they are fucking weird as balls

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but they let you approximate 360 degrees data

vale osprey
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yeap

frank escarp
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i think ue4 uses them for the volumetric light

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its a great way to approximate a cubemap

vale osprey
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I was lucky that ATI had plenty of pseudocode and code in their articles, so was able to start using them easily, but that usage was limited to that single article

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I miss their research papers

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@frank escarp yes, they are costly memory wise even for low frequency but you can do some fancy stuff with them

frank escarp
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they are much less costly than a cubemap

glacial arch
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@olive pier so if im understanding right, I'm plugging every point/normal pair I have into this function and add the results up, and then divide by the amount? Is the dot in the formula multiplication or dot product? Assuming x is the final vertex, how do I get the answer I need if the x is present on both sides? If x isn't supposed to be the unknown, what is it?

vale osprey
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@frank escarp
Yes, that is true. I mean overal - to preserve an RGB light field you need 4 RGBA textures.
But you can have "light buffer" that is a fraction size of your real buffer and scale it up or down easily

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used it to have 1024 lights rendered on screen, you can have them full size without any limiting boundaries or culling

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one of the Halo games, used spherical harmonics in their lightmaps

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so you get kind of semi-static GI for a dynamic skylight

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Halo 3

olive pier
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@glacial arch gimme an hour or so to get back to you, bout to take a final πŸ˜…

vale osprey
glacial arch
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@olive pier that's totally cool, thanks!

vale osprey
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as you can see, it works with normals maps and it's baked

frank escarp
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@vale osprey thats done since half life 2

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and ue4 does that too

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of course, half life 2 version was kind of trash. the lightmap had 3 directions, and it was blended with the normals

vale osprey
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yeap, this one is extended with ability to move sun around and completely swap skylight

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I think it wasn't used since because of the bandwith and the guys who developed this method later switched to some other function that allowed higher frequencies

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@glacial arch I think you have to derive X from that function with a target of E(x) being minimal

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so you need an actual algo and transformation of that quadratic error function into a such form where you will compute X

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makes sense to look at the source code of some open-source implmentations of the dual countouring

glacial arch
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@vale osprey Thanks, I'll do that.

vale osprey
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So it doesn’t look like algo will be simple

glacial arch
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@vale osprey oof

fierce tulip
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when you need to record two 4k screens at once to show a bug (as a bug report)

pallid compass
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LOL

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u get ur phone camera out

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and give them the best view

fierce tulip
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XD

pallid compass
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"hey epic, Luos here, that vfx guy, anyway here is bug, so sorry about this"

fierce tulip
pallid compass
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wtf lmfao

fierce tulip
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guessing its the stylish setup messing it up :p

worn granite
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Hey, its me again, back in my workstation on the Lamborghini hills. Know what I knaaaaaaaaawledge more than bugs?? VFX.

fierce tulip
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@next badger fix that stuff :p

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(also, good job on that stuff)

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i wonder how many bugs are never reported because people /care about em

frosty bloom
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+1 , I know of a bug. Cba tho, just waiting til 4.20

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And I don't think it applies to everyone, because if it did there would be quite a few bug reports.

grave nebula
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New bug reporting form discourages reporting them to be fair.

whole quarry
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@fierce tulip it fits right in with your particle fx screen switching

next badger
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@fierce tulip dang it

fierce tulip
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hehe

next badger
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@fierce tulip weird...i have no such bugs...fox/chrome?

fierce tulip
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chrome

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(4k monitor)

next badger
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@fierce tulip hmm...i wonder if i would need a 4k monitor for that =))))

fierce tulip
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also happens on my 2k monitor :p

next badger
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@fierce tulip Stylus or Stylish?

fierce tulip
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stylish

next badger
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@fierce tulip oh, that's the issue

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stylish is bugged -_-

fierce tulip
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ahhh

next badger
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i can't fix that

fierce tulip
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(need to be afk for a bit)

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well i can live with it, no worries

next badger
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i recommend to switch to stylus

fierce tulip
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does the same things? because I dont want to refind stuff for a few dozen websites hehe

next badger
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@fierce tulip yeah, it does the same things, but stylus had this particular bug fixed

fierce tulip
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allright, thanks πŸ˜ƒ hug

rocky portal
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anyone know how tank tracks are done in Unreal (not the suspension)

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like this but driven by physx

obsidian nimbus
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@rocky portal there is a free project on the forum it does tracks

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its called MMT by boredengineer

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machinery something cant recal the name

rocky portal
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seems like a lot of extra stuff

obsidian nimbus
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Machinery Modelling Toolkit.

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ahh ok

rocky portal
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yeah Tank vehicle itself is done through PhysX

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and it's basically just adding a physics chain type thing around the tracks

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or it being part of the model...i don't know how this i done

pallid compass
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that sounds like a proper pain πŸ˜‚

obsidian nimbus
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cant ever have free stuff w/o some extra free stuff 😦

rocky portal
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but PhysX can do it too apparently

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since each link of the chain should somehow be constrained by neighbor links

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and also collisions i guess?

obsidian nimbus
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well its actually pretty well done from what i could tell, those tanks are fun to drive

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easy to tweak

rocky portal
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I wonder if he used PhysX for this....looks pretty good

obsidian nimbus
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he uses a lot of things for it

vale osprey
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nahh, custom stuff

rocky portal
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speak of the devil!

cursive dirge
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"owninator: he uses a lot of things for it" <- including, magic

vale osprey
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tracks are not simulated

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you could try to make them simulated as a chain of rigid bodies, just for fun

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but be prepared that it will cost you performance and will be unstable

cursive dirge
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physx devs had demo of such

rocky portal
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yeah im curious how performant it is

cursive dirge
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it's not practical approach for real games tho

rocky portal
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it's really not necessary to simulate it

cursive dirge
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the physx joint route for each track element that is

rocky portal
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it's too much

obsidian nimbus
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he used you for it πŸ˜›

rocky portal
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any hint how you did this on MMT? πŸ˜ƒ

cursive dirge
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it's on github

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you can look yourself

rocky portal
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I mean just the tracks portion

vale osprey
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the other approach - more practical one but less cool πŸ˜„ is to drag instanced meshes along the spline, this is what MMT does for tracks

rocky portal
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or is that everything in MMT?

cursive dirge
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tracks portion is also on github πŸ˜„

rocky portal
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ah and the spline just follows the wheels right?

vale osprey
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the code in A_TrackedVehicle should be pretty simple to understand, the more advanced version I don't understand myself anymore πŸ˜„

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yes

rocky portal
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gonna bookmark for later

vale osprey
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control points of spline are under and over each wheel

rocky portal
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need to get the PhysX tank working first...someone else already did that for free as well lol

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not sure why Unreal hasn't implemented it already, it's not that many lines of code

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it did in UDK i believe

cursive dirge
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or.. use MMT for tank

rocky portal
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PhysX literally has it built in same as what Unreal uses for WheeledVehicleComponent

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PxVehicleDriveTank

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PxVehicleDrive

cursive dirge
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physx built in vehicles aren't that great

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they are performant but that's about it

rocky portal
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World of Tanks uses PhysX tanks and they are pretty good?

cursive dirge
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MMT tanks are physx too

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just no physx tanks

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did WoT use the physx tank implementation?

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I really don't know any vehicle focused game myself that would use built-in physx vehicles as is

rocky portal
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couldn't tell you exactly what they did, but they did re-do their tanks to use PhysX

cursive dirge
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well, physx is physics engine

rocky portal
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not the tracks

vale osprey
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Performance wise, PhysX implementation of tanks is quite good, definitely better than in MMT. So if you need plenty and at simulation level of WOT then it’s a good choice.

rocky portal
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It's just driving how "torque" is delivered to each side of the tank afaik

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which in effect moves the vehicle

cursive dirge
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all I'm saying, if they say they used physx on WoT, it doesn't mean they used PxVehicle Tanks for it

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they could have

rocky portal
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and syncs all the wheels to turn the same

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That's fair, I would have no way of knowing

vale osprey
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they might have their own implementation

rocky portal
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that's a big ass project

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and they would have the budget

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I don't πŸ˜ƒ

vale osprey
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well, it really depends on level of details that you want to achive

rocky portal
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Drifting based on physical surface and stuff is a given

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Decently realistic acceleration and climbing

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Physical chasis sway/rocking

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Unreal has the Wheel handler nodes built in to build the suspension

vale osprey
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MMT was build from a perspective of simulating vehicle, it's not really game focused. So it can be hard to make tank to drive as you want, but it's easier to make a real world tank if you follow it's design

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its just you are going to get a "baggage" of that tank flaws πŸ˜„

rocky portal
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lol

obsidian nimbus
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i said put tick enabled off when ur not driving it, my contribution πŸ˜›

rocky portal
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so how does MMT differ from PhysX Tank implementation...i've only seen the Unreal VehicleMovementComponent4W implementation of PxVehicleDrive

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and it's super indept

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could take a very long time to configure everything

vale osprey
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What I'm saying, try PhysX tank first, it should be easy to setup. Try MMT if you want more features but ideally you could make your own implementation that can do exactly what you want.

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@rocky portal MMT is even more indept

rocky portal
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so things like proper gear ratios

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and not just auto-gear shifts at % of RPM max?

vale osprey
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it's based on components, not a single class

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I have a modular drive train there, as a prototype πŸ˜„

rocky portal
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good lord lol

obsidian nimbus
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read the thread, there is only about 50 pages taking about gears and torq πŸ˜›

rocky portal
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Yeah the PhysX gear setup is not super realistic

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it's just a % of max to shift it looked like

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where a real 1st gear might get you to 10-15mph max

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2nd gear might get you to 40 at high rpms

vale osprey
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@obsidian nimbus I should make that thing proper btw. I think it still ticks even when vehicle is frozen

obsidian nimbus
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was gettin double fps in the plane map with the vehicles turned off πŸ˜›

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more fps is good when physics are involved πŸ˜›

vale osprey
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it might have been spawning decals btw πŸ˜„

rocky portal
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what do you call that in gear ratios and tuning?
where RPM of engine is in some way related to some speed on flat ground

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like first gear is very short

obsidian nimbus
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i think it was gametime,

rocky portal
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but revs quickly

obsidian nimbus
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could have been decals

rocky portal
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2nd gear is medium length and 3rd can be pretty long

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the shorter gear giving faster acceleration but lower top speed

tame flint
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does anyone know how to lerp over a material so i can affect the opacity of my characters mesh?

vale osprey
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not sure how it's called but you get it out of the box by simulating gear box

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and having an actual torque curve for the engine, with engine friction and etc

tame flint
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how would i access the material and affect the opacity in blueprints

obsidian nimbus
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dynamic material instance

vale osprey
rocky portal
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Cool thanks for all the info...I'll give it a shot and see if that is something I could build

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Would give more ability to tweak how a tank performs, but I don't need a ton of complexity

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might not even need it

vale osprey
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exactly, take into account that even Steel Beasts doesn't do this madness

rocky portal
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Would you hav ea different Torque curve per gear?

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see i dont even know how engines work lmao

vale osprey
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because they need exact behaviour of the real tank, which would be very expensive to simulate

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no, the curve is always the same

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what changes is a torque conversion inside of the gearbox

rocky portal
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ah thus "power band" is a thing

vale osprey
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and change in moment of inertia

rocky portal
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yeah so not quite sure how they make certain gears compressed and others dragged out

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might have to do a little research to understand how to simulate that in a performant way (if i need to)

vale osprey
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the simple answer - they don't

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with a higher torque you just accelerate faster, so you reach top RPM in shorter time

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at low gear, you have high torque and low angular velocity of the wheel shaft, as gears go up, torque gets smaller but velocity goes up

obsidian nimbus
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lol yea, when i was checking those BP. i was like.. i see whats goin on there but i dont know what most of these variables mean πŸ˜›

vale osprey
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me neither πŸ˜„

obsidian nimbus
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im not a wrench guy πŸ˜›

vale osprey
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joking, I can recover my memories

obsidian nimbus
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i call some1 when i need a headlight changed

vale osprey
obsidian nimbus
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inventor of the car looks at this vid.... nono this machine makes the wheels go round

vale osprey
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@obsidian nimbus I think this guy had a video on most influential devices that allowed to build a car

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like early cars didn't had differential and just one wheel was powered

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so 1WD basically

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it was terrible to drive such car

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apparently there where some motorcycles that where more practical than such cars πŸ˜„

obsidian nimbus
south ridge
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Jesus how do you aim this shit haha

obsidian nimbus
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i think u lift it over ur shoulder, i didnt read the manual tho

grave nebula
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<< That way towards enemy.

manic compass
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bonjour

thick grove
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I'm trying to open a ue4 project that keeps crashing on startup. When I build it within VS game debug I get this dialog box. Any ideas?

south ridge
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You should build editor, not just the game itself

silver crown
lost ember
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Are BPs really slower than pure C++?

livid haven
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Absolutely.

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One of these gets turned in to raw bytecode that gets loaded by the CPU and executed.

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The other involves being interpreted from "script" bytecode as it runs.

potent silo
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has anyone used 4.19.2 with destructibles?

thick grove
potent silo
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world support seems broken for me

lost ember
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@livid haven any proof I can show a classmate because he seems to be reluctant

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Says that BP are as fast as C++

livid haven
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Uh... not really. I mean, common damn sense.

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Or tell him one of the engine devs told you.

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(Common sense for any engineer anyways)

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Native/compiled languages get converted in to bytecode that the CPU can directly read.

lost ember
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Yeah

plush yew
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but wouldn't it only be slower to compile, not to execute?

livid haven
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Interpreted languages involve having another program read the source (or some kind of intermediate bytecode) and then, as it reads it, interpreting what functions it needs to call.

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The whole language metaphor works well. You can quickly read something in your native language. If something is not in your native language, you need to translate it as you go, which is slower.

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Rather than immediately understanding, you're having to spend time translating, then understanding the translation.

worn granite
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Another way to think of it is like a bucket brigade

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C++ (or any native lang) is like having one person with longer arms

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BP (or any interpreted lang) is like multiple people who have to pass things on

lost ember
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Okay thanks!

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Is there any stopwatch function for BPs?

worn granite
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You can find examples of perf tests on youtube

lost ember
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That way I'll throw execution time at him kappa

worn granite
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but there's no real-world cases there, just some quick case that they scale up

lost ember
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Oki

worn granite
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and hell come back with but muh nativization

obsidian nimbus
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good blueprints run faster than bad c++ tho πŸ˜›

livid haven
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Too bad no one writes good blueprints. πŸ˜›

vivid girder
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Speak for yourself

obsidian nimbus
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this converted to C++ would prolly still be crap as fuck πŸ˜›

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nativized or otherwize

pallid compass
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jesus

worn granite
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somebody with the exact same knowledge and ability, C++ will win - nativized or not.

pallid compass
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its a master piece

vivid girder
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When are we gonna get goto:'s in blueprints???

worn granite
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not that it'd actually matter.

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When you become crazy enough to actually implement it

vivid girder
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I want my code to run like a choose your own adventure

obsidian nimbus
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most of the time it wont matter, door goes open, takes 0.01sec longer

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1000 doors open at same time still wont matter

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if 100000 doors open at the same time i dont think converting to C++ wil help

worn granite
#

perf is near the bottom of my list of why I work in C++ most of the time

#

If you find BP to be usable, grats man

livid haven
#

@obsidian nimbus That's an overly simplified example though.

#

Look at the psychos making voxel engines in blueprints.

#

Heavy algorithmic logic iterating over thousands of things in blueprint? What could go wrong!

worn granite
#

by voxel do you mean like minecraft?

livid haven
#

Yeah

worn granite
#

or like actual voxels

#

o

obsidian nimbus
#

yea true, but 1 ragdoll is gunna cost u more than 1000 doors made in BP

worn granite
#

I mean either way, its insane

livid haven
#

Yeah, but doors are a poor comparison point.

silver crown
#

Noise generators in BP are fun

#

πŸ˜…

obsidian nimbus
#

linetraceticks

worn granite
#

Make something akin to GAS in BP wholly.

pallid compass
#

LOL ^

worn granite
#

I bet you'll hate BP afterward.

livid haven
#

Isn't the for each in BP actually creating copies of elements every single iteration?

obsidian nimbus
#

GAS?

worn granite
#

BP is like.

#

SO many copies

pallid compass
#

The forbidden fruit.

worn granite
#

like in general

#

^ GAS

obsidian nimbus
#

ahh

vivid girder
worn granite
#

You can't modify elements in the array by reference in a UE4 BP ForEach

#

if that's what you're asking @livid haven

livid haven
#

BANNED. Get that spaghetti out of here.

worn granite
#

you have to make your own macro

livid haven
#

Bus that shiz.

pallid compass
#

I use the GAS system for Single player mobile sprite game, fight me.

worn granite
#

and replace it with Get (by-ref)

cinder iron
#

Mmmmh spaghetti 🐷

#

Never used GAS. And I dont know if I should. kappa

worn granite
#

its not about using GAS or even cloning it.

#

Make something on that order of complexity in BP.

obsidian nimbus
#

well im not super in C++ so i kinda like BPS πŸ˜›

worn granite
#

Cause your door example is a little weak.

pallid compass
#

If you like trying to play a brick wall at a game of chess while in a dark room with ur hands and feet tied behind your back, GAS is for you.

cinder iron
#

My conceptions of GAS is that it is something pretty confusing. I'm a C++ guy that never had the needs of using such a thing

broken shadow
#

ARK: Survival Evolved has a full on wall walking system for one of its character classes, appearing to be purely done in BP or at least having the bulk of it done in BP

Good god it is a tangled mess to read and interpret

obsidian nimbus
#

hmm i made a sidescroller level editor that uploads the lvl as Json, that was kinda complex

cinder iron
#

Jasooooooon!

candid cypress
#

Anyone have the issue where Unreal crashes and it uninstalls your graphics drivers? I've been having this issue a lot with the current build of UE4. At least 2x a day. I've redone clean installs of the graphics drivers. Not sure what else I can possibly do to fix this issue. Work pc specs-

obsidian nimbus
#

@cinder iron that game is great πŸ˜›

cinder iron
#

Someone got it!

pallid compass
#

mate everything in ark is done in blueprint

fierce tulip
#

@candid cypress sounds like recent win10 update issue

pallid compass
#

its the worlds biggest shit storm lmao

worn granite
#

oof

pallid compass
#

they use umg 3d widget's for dino names

#

dont get me started

#

RAGE

worn granite
#

but dat monaaay

candid cypress
#

@fierce tulip I haven't installed the recent update yet. And it's been happening for ~3 weeks now

cinder iron
#

@pallid compass not anymore

#

Wow

#

Thats cool, the effect in your name

obsidian nimbus
#

some really big hits (if not all) are crap under the hood πŸ˜›

broken shadow
#

Yeah I modded for that game and... yeah, lol

pallid compass
#

m8 go in too the dev kit

#

@livid haven ark survival evolved, go

#

or was it vblanco?

cinder iron
#

Hahahahhahahaha

fierce tulip
#

well, I personally would suggest anybody notto use 4.19. but I havent seen any answerhub posts about this kind of issue recently. might want to check yourself and/or post about it.

obsidian nimbus
#

BPs /C++ doesnt really matter in most cases πŸ˜›

pallid compass
#

cant remember which one of u roasted the fuck out of it last time

#

Try writing A* path finder in blueprint

#

i did

#

IT WAS AWFUL

obsidian nimbus
#

cuz bad wil allways be bad

pallid compass
#

BUT I FINISHED IT ANYWAY

candid cypress
#

@fierce tulip Ok, Thanks

cinder iron
#

@pallid compass I mean they have serious problems but they've been parsing the code to C++ over time. The base is still called shootergame, probably because they like shooters dunno kappaross

pallid compass
#

Lets be honest the whole game is a fuck nugget

#

I watched my friend play yesterday

#

on ps4 pro, 720p tv

#

guy got like 5-25 fps

obsidian nimbus
broken shadow
#

Commented stuff was vanishingly rare and variables often had absolutely non-sensical names.

My favorite of them was "Prone Water Food Consumption Multiplier"

What that variable actually did was increase the drain rate of a food variable when the creature was made unconscious

obsidian nimbus
#

this was my lvl editor pawn

cinder iron
#

Probably not the best in performance, but the game is fun

worn granite
#

oh try and host a listen client or something - you have to stay within a range.

broken shadow
#

TETHER DISTANCE

pallid compass
#

iv got over 5k hours logged

#

on my steam accounts for ark

broken shadow
#

That was the bane of my buddy & I's playthroughs

obsidian nimbus
#

some of it anyways, the save to database was somewhere else

broken shadow
#

Before I just said screw it, and forked over for a dedicated server

worn granite
#

@obsidian nimbus gl merging that

pallid compass
#

Actually funny fact

obsidian nimbus
#

why would i wunna merge that πŸ˜›

cinder iron
#

Guys I have to go my left eye is asking for redemption, good night! xD

worn granite
#

oh yeah

#

zipping is much better

pallid compass
#

I ran the European core for the second largest Mega alpha tribe in ark "Discord"

broken shadow
#

lol

obsidian nimbus
#

considering it was done during a gamejam its still kinda organized πŸ˜›

livid haven
#

It was me who rants about Ark's mess of a modding kit.

broken shadow
#

So you suffered it too?

worn granite
#

A rant you say

pallid compass
#

Water pipe and electric system, same class

#

10/10

worn granite
#

🍿

obsidian nimbus
broken shadow
#

Outside of here I've dished it out pretty harshly against ARK

There's some weird stuff like - why is sprinting speed a multiplier of max walk speed? What was it that required them to multiply walk speed, rather than set it to some value?

pallid compass
#

Shouldnt u do the checks vs ur data base

obsidian nimbus
#

this stuff im kinda proud of, it handles my array super efficient πŸ˜›

pallid compass
#

and not the current online data being held?

obsidian nimbus
#

yea it does

plush yew
#

looks cool owninator

obsidian nimbus
#

only keeps things together that can get asked for together

pallid compass
#

ah cant read it properly

#

make sure u dont connect directly to ur DB!

obsidian nimbus
#

how so?

pallid compass
#

Because its a fat security risk

#

Client -> Server -> .php -> database

obsidian nimbus
#

it has 0 security checks, every1 can just delete all levels πŸ˜›

pallid compass
#

lmao

plush yew
#

πŸ˜ƒ

obsidian nimbus
#

it was that or u have to log in the jamgame with facebook/google account

plush yew
#

i need to implement security checks for my min max limits on my thrust values in my game or people could set arbitrary values and fly their ships really fast

pallid compass
#

I doubt u need to do that

#

they cant override

plush yew
#

someone told me about that on here and iu was like ooh yeah good pt

pallid compass
#

server values

plush yew
#

it is a rpc run on server, and the var is not replicated i believe

#

i dont?

pallid compass
#

no matter what shit they set there speed too on there client

plush yew
#

ok

pallid compass
#

Server has authority over movement

obsidian nimbus
#

anyways it was only a few KB of data per user made lvl πŸ˜›

pallid compass
#

as long as you dont take any user input data when it comes to setting the speed on server, ur good

#

ROOKIE NUMBERS

#

U GOTTA GET THEM DOWN

#

START BIT MASKING

obsidian nimbus
#

and still i optimized it so not all lvls got requested if some1 opened up the lvl selector

#

ahh properly nested JSON, i can stare at it all day long πŸ˜›

pallid compass
#

same if i could remember how to use it

#

been awhile

obsidian nimbus
#

double data is good as long as u keep together what can get requested together

#

cuz datastore is cheap, its data requests u wunna minimize to the max

#

if some1 creates a level and uploads it, it puts the lvl name in the database 3 times

#

while i could just dump it all in 1 spot to save data space

plush yew
#

that creating a level and uploading is a great idea!

#

i can use that for my game

#

they create a .uproject or map file and upload?

#

i am assuming everything is in one folder probably and its zipped or something and sent as a file via some command in BP?

#

i can probably script in a ui in my game to have people "upload levels" and then in that ui i can make it so they are given instructions on zipping the project and then i can have the code do the rest after they pick file location. i can probably use a HTTP request file upload for this

obsidian nimbus
#

i just had actor transforms and store em as a float

#

make an array of floats and upload em to firebase

#

its was buggy and clunky but it worked like a charm and made in 3 days for a jam πŸ˜ƒ

#

its still on my Itch πŸ˜›

#

not many ppl made a lvl tho πŸ˜›

#

that other game had a few k downloads cuz it got streamed by some ppl

tame flint
#

i watched the video on material instances, however if I want to change the opacity of my character during runtime. I already have the condition i am just wondering what nodes do i need?

obsidian nimbus
#

create dynamic material instance

#

you need to plug a variable into opacity

#

@plush yew take a look at super mario maker

#

i stored my lvls like this, pretty sure mario maker does something similar

#

object nr, transform and some other properties

#

mario maker is on a grid tho,

tame flint
#

what do you mean a variable into opacity? Are you talking about the constant in the material viewport?

obsidian nimbus
#

yea, Rclick it, promote to variable

plush yew
#

oh ok cool

obsidian nimbus
#

@plush yew

#

create dynamic material instance on begin play

#

did u watch this vid?

thorny cipher
#

What's the best way to have replicated movement on a platform

pallid compass
#

advanced root motion πŸ˜‰

#

prob way overkill tho

#

so no idea

thorny cipher
#

haha

#

πŸ˜„

pallid compass
#

Is that 100% replication issue?

#

thats super fucking jittery jesus

obsidian nimbus
#

#markedasfixed

thorny cipher
#

hahaha

#

yeah its replication related

topaz quest
#

hey guys im trying to use the Export Render Target node to export an image to my desktop. The file is being created but it is just black. has anyone here used this node ?

#

@thorny cipher how do you go about debugging and fixing that replication issue you shoed?

thorny cipher
#

πŸ€”

#

many ways

#

trial and error mostly

fierce tulip
#

@topaz quest generally need to use the emissive input

thorny cipher
#

changed the tick group

#

and increased tick amount

#

some interpolation might also help

#

not bad tbh for replicated

#

now lets try with 300 ping

grim ore
#

changed it to post physics for the group?

thorny cipher
#

Yeah

#

300 ping is ok, couple rubberbands though

pallid compass
#

u cant really compensate for 300 ping tbh

thorny cipher
#

yeah

#

good to test though

#

150 is still rubberbandy though

#

its just when i stop

pallid compass
#

some how, im setting a variable via a UDataAsset, and not touching it right, the value is 600 and this is happening

#

Explain that one.

#

Its const as well

#

so it cant be touched

topaz quest
#

@fierce tulip hey ya i have it set to emissive. the render target is displaying correctly but the file output is black

#

ideally what i would like to do is export the result of a material to a texture in engine. Instead of exporting to an external .png file only to then import that file again.

fierce tulip
#

you can rightclick on the render target thing and set it to convert a copy to texture thing.

#

i know ive had this discussion before, this week even hehe

thorny cipher
#

i feel my way is hacky haha

topaz quest
#

@fierce tulip oh ya i see that I tried to figure out if there is a way to have a blueprint save the output from multiple materials at one time without success. instead of having to do it manually for each material

fierce tulip
#

there might be, but thats outside my knowledge limits thingies

topaz quest
#

me also πŸ˜„

brave path
#

@topaz quest I use this to save unlocked weapon skins, as they have multiple materials, I use the array to get them all, maybe you can do something similar

topaz quest
#

@brave path thanks for the info i will try to figure it out πŸ˜„

brave path
#

np np XD

topaz quest
#

so far the actual auto export/save texture part is getting me πŸ˜„

obsidian nimbus
#

one day ill do fancy render target stuff too πŸ˜„

topaz quest
#

πŸ˜„

#

A lot of render target stuff isnt so bad. but the saving do πŸ˜„

rocky portal
#

Lol nice...direct import of model into vehicle template results in the model flying around the map with the different pieces all over the place

silver crown
#

πŸ˜ƒ

rocky portal
#

Does this mean I need to fix the collision box?

#

Like how do you get physx to treat it as one thing

#

Not rigged properly?

obsidian nimbus
#

this could be many things i guess

rocky portal
#

yeah if I simulate physics on the physics asset

#

it falls apart

wintry rose
#

Is there a collab channel

fierce tulip
#

not really besides the regular jobboard.

wintry rose
#

Can you post there your own message?

cursive dirge
fierce tulip
#

read the pinned message in that channel.

cursive dirge
#

read the pinned messages like the channel topic says

fierce tulip
#

hehe

topaz quest
#

@fierce tulip hey do you know how i might control the output of this material. i would like to have an output similar to a heightmap but all im getting is black and white areas there is no grey

pallid compass
#

wth, how is this tilemap so expensive

#

its only 10k tiles dam it

idle sail
#

Whats the simplest way of playing two animations one after the other? I have crunch asset here and i want him to Idle then punch then back to idle, not as a play just for a fx demostation, whats the easiest way of doing this ?

inland epoch
#

so whats the fastest way to get your email changed since i get an email everyday that there were failed login attempts for my account? i still didnt got an answer from my support ticket

grim ore
#

I haven't gotten an email since I activated 2FA on my account, have you tried that as an easyish fix?

inland epoch
#

ye i still want to change it just to be double sure..

grim ore
#

Gotcha. No way to automatically change it that I can see, probably just have to wait on support.

visual hollow
#

Guyz I was looking at the term skylight and directional light. What I understand was that directional light gives a sun and the light then what does skylight do?.

#

I read on net that skylight give the same light to the object whether it is in the area of light or not

#

is it correct?

grim ore
#

Unreal Engine 4 has four light types: Directional, Point, Spot, and Sky. Directional lights are primarily used as your primary outdoor light or any light that needs to appear as if it is casting light from extreme or near infinite distances. Point lights are your classic "light bulb" like light, emitting light in all directions from a single point. Spot lights emit light from a single point, but have their light limited by a set of cones. Sky lights capture the background of your scene and apply it as lighting to your level's meshes.

#

using the sun as a comparison to the directional light is a good one

#

skylight is more of a global ambient lighting

#

so like if you have a desert skybox texture with some orange and reds you will get these colors as a base lighting on the objects that should be hit by the light

visual hollow
#

Got it. Thanks MathewW

grim ore
silver crown
#

lol @grim ore

#

@elfin jacinth

grim ore
#

it looks like it went down

silver crown
#

Probably an update then

grim ore
#

man how did I find that one page at the exact moment they were screwing with it lol

silver crown
#

πŸ˜‰

#

Nope still broken

grim ore
#

yeah it's back up for me with invalid addresses and insecure page lol

elfin jacinth
#

Checking

#

Interesting

#

I'll let some folks know. Thanks

grim ore
#

I blame Mike, he made me go looking for stuffs πŸ˜›

elfin jacinth
#

Roger roger

#

Great job Mike

visual hollow
#

lol 😁

tame flint
#

@grim ore hey just wanted to know your opinion on blueprints vs c++. I have a good start on my game with blueprints, however I am hesitant to continue because a lot of people say that I should convert my blueprints into code(c++). They say that it is more efficient and behind the scenes perhaps the blueprints are executing additional lines of code when that could be avoided if I coded my game in C++.

tulip vault
#

I've been smashing my head against a wall here trying to make an inventory system, fun

grim ore
#

You can spend the entire time with your project refactoring it till it's 100% optimal but if you don't need to do that then you are just wasting time that could be spent on other things. As far as I know every UE4 project would have blueprints to some extent as the engine is just designed around them in general. UMG, Anim Graphs, Cascade, etc.

#

Some things run slower in blueprints enough to be converted over to C++ if it's an issue. Lots of math is one good example of this. Doing a couple add operations every frame seems a bit overkill tho.

tame flint
#

thanks @grim ore

grim ore
#

I guess the easiest answer would be make something, see how it performs, and if you think it performs bad run the profiler and see if it's an actual issue.

tame flint
#

one last question if I created a material that has an opacity as a parameter, and if a condition is met I want the material to lerp from completely opaque to almost completely transparent. How would i do that

grim ore
#

you would set the parameter on the instance of that material

tame flint
#

would i use the parent material that has the parameter in it or create an instance of that material and use that

grim ore
#

You would have to use an instance as those are what the parameters are exposed in

tame flint
#

okay i see

grim ore
#

in the later versions of UE4 as long as you are using an instance you are fine, in the older ones you had to actually create a dynamic material instance then set it

tame flint
#

im basically trying to make my character transparent when the yaw of the camera is at a specific point

grim ore
#

everytime you get the input that changes the yaw you can get the new value then set the parameter on your material to whatever you want based on that.

tame flint
#

what is the name of the blueprint node for accessing the parameter

grim ore
#

set XXX parameter value

#

XXX is scalar or bool or vector depending on what the parameter is in your material

#

there is more than one so you want to make sure you get the one that takes in the material reference for your mesh

tame flint
#

O i used a const for opacity, so its a value between 0 & 1

grim ore
#

in the material that would be a scalar parameter assuming you turned it into a parameter

tame flint
grim ore
#

yep it says param

plush yew
#

here is an example of creating a dynamic material instance from a static mesh component object reference of my character (in this case an enemy AI which is spawned) and setting the parameter for opacity on that material (which is element index 0) to fully opaque - i use another function to fade that param to zero.

#

those nodes should help

#

keep in mind that in my case my material has multiple elements, so you have to make sure to check your character material's element index to make sure it's the right one. trial and erroring it should work.

#

the dynamic material instance will allow you to change the param for opacity over time. you can also use timelines to alter things over time , as opposed to timers if you are trying that.

#

i used timers for actions (like opacity changing over 1 second, or crossfading things for 3 seconds) for a long time and someone on here told me to use timelines instead, great advice for me.

tame flint
#

okay i will play around with it

#

thanks for the tip

chilly gale
#

UE4 won't start now, and did earlier today

weary basalt
#

Do you have DX11 feature level 10?

#

πŸ˜ƒ

#

Make sure your GFX drivers are up to date.

chilly gale
#

I jus updated my card, is Dx11 feature level 10 not installed by default, DX is saying I'm upto date

weary basalt
#

What card did you get?

#

Make sure your card is working.

#

You could be running on integrated graphics

#

which would cause this issue

chilly gale
#

I have a 1080 Ti

weary basalt
#

Open dxdiag in run and check that your not using integrated graphics

#

Can you open other non 4.19 projects?

chilly gale
#

My board doesn't have any cards on it

weary basalt
#

You CPU will have whats called Integrated Graphics.

#

Meaning you dont need an Dedicated Graphics chip (GFX Card)

#

Sometimes if you have an GFX Card your PC will still be using the Integrated Graphics from the CPU

chilly gale
#

No non of the UE4 project will open now, seems windows has tossed a hssy fit

weary basalt
#

You can check dxdiag to see what graphics has been detected and being used

#

Do you know how to use and open dxdiag?

chilly gale
#

yep running it now

#

really anoying that these compies have spats that get in the users way, I have a sound blaster card The file ctaud2k.sys is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer.

#

Not seeing any issues here

weary basalt
#

Can you see that your 1080ti is being used in the Display tab?

chilly gale
#

Opps my back, this is my other machine, that said it's a 4Gb 1080 I have sorry bout the mislead

#

Trying a reboot

chilly gale
#

@weary basalt thanks for tying to help mate,.. a reboot sorted it so not sure why windoz desided to mess with the settings

weary basalt
#

If you did an soft install of the drivers without an restart it may have been the problem

chilly gale
#

Ok there was a %30 installed as I shut down so it could have been windoz update messing me about

weary basalt
#

At least its fixed now πŸ˜ƒ

grim sinew
#

Bugged Nvidia drivers. Either go back to the last major version or find the hotfix. Not sure if the hotfix works though, they released it after I rolled back

grim juniper
#

One of the recent Nvidia drivers was bugged. There was a new version out today I think that should contain the hotfix

keen frigate
#

Morning guys

#

I have a question. The marketplace stuff just notified me that some files can't pass the P4. What is P4?

glacial arch
#

i hope im not making anyone insecure with my mad skillz

unreal spoke
#

I'm trying to do a "press any button" screen before the game starts. Ideally speaking, should it be a different level? If so should it have its own HUD and that HUD call a widget with a "press any button" button that fills the whole screen?

keen frigate
#

@unreal spoke Yes on the HUD as for it being in a level of its own, usually starting screens are in their own level.

unreal spoke
#

@keen frigate Thanks!

visual hollow
#

So I am working on an VR project and I have attached an mesh to my motionController but the thing is right now I am not near to my VR handset and I want to test it. Is their anyway to move my pawn via mouse pointer instead of motion controller

steady sequoia
#

You can add some inputs that only work in editor mode for moving your normally motion controlled pawn in the game world

#

For our VR game in the editor we use the keyboard to control the motion controller's position (Along with the HMD look-at) while the mouse controls its rotation

silent kraken
#

Morning

grizzled wren
#

Oof show much error

cedar snow
#

it's almost glitch art

grizzled wren
#

Lol

grave nebula
#

Could make it into a nice game, about trying to close as much error boxes, as you can in a limited time.

grizzled wren
#

Nice Idea xd

silent kraken
#

XD. Good idea @grave nebula

grizzled wren
#

i should work in it

#

xd

#

why do i always get error while importing

obsidian nimbus
#

you are importing Uasset

#

either open the infiltrator demo and migrate em or copy paste in explorere

#

#markedasfixed

grizzled wren
#

k

gaunt raptor
#

is there a super easy way to move a sequence from one level to another ? Including the animations / Camera's etc.

dim merlin
#

Hey, anyone knows its possible to play streams in ue, like m3u?

wary wave
#

not by default

dim merlin
#

cant really find anything about it

#

@wary wave what would i need for it?

wary wave
#

you'd need to write an implementation, assuming there isn't a plugin out there

young cliff
hazy lynx
#

hello slackers!

#

I'm experiencing some strange problems with collisions (working on 4.18)

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in PIE sometimes some collisions randomly just don't work

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I see the actor, I can draw the collision, it is set up properly, but overlap just fails

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then stop and play again and it works fine

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has anyone experienced similar problems?

keen frigate
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@hazy lynx Nope, but it seems to me that there might be something going on with your blueprints.

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What exactly is the action that is happening when you check for collision?

hazy lynx
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nothing

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it's not detected

keen frigate
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I'm confused. Isn't the actor overlapping with something else? If yes, what does this overlap trigger?

hazy lynx
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overlap does not happen

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raycasts go through

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its like collision is not there

keen frigate
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That's why I'm asking what it's supposed to do when overlapping. It would also help if you told us which actor is trying to overlap with which actor.

plush yew
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How to get projection of one vector to another?

keen frigate
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@hazy lynx Ok, how do you check what is hit by the trace? To you check interface, tag, collision groups? Maybe your hit resolution is missing something or doing something only once? When the game starts.

@plush yew there is actually a node called Project Vector on to Vector that does just that.

hazy lynx
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well, for some objects, I walk into them

plush yew
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@keen frigate thnx

hazy lynx
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for others, I do a breakpoint and look at the trace results

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It happens randomly, it isn't that it happens only the first time or every time after first

keen frigate
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From the sound of it the hit resolution of your trace does not have proper info to decide if it should collide or go through. That's why I'm asking how you handle your hit resolution and what you are trying to achieve.

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Are you trying to see if your actor is inside a specific area? Is this an interaction blueprint? What exactly do you want the trace to do once it collides. There lies the problem. Unless you destroy/disable your collision during gameplay for some reason.

sturdy star
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hi, on console we notice an issue with input speed when going NE SE SW NW versus N E S W - the input speed seems to be lower when moving diagonally than when moving straight - is there anything that might be causing this?

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but the issue doesn't exist on PC using a gamepad

keen frigate
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@sturdy star You could try assigning a set velocity to NE SE SW NW instead of adding N+E to get NE etc. You could set the diagonal velocity based on the axis multiplied by the movement speed or some other way to set the desired diagonal velocity.

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or you could clamp the diagonal movement to match the N E S W speed...

hazy lynx
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@keen frigate what do you mean exactly by hit resolution?

It's not just one thing. For example, sometimes weapon's LineTrace function will not hit the monsters although they are preperly aimed (debug lines go straight through the collision shape). Sometimes a blocking hit with an object is not detected and character walks through it

keen frigate
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Every trace when it hits you must tell it what it should do, if that isn't set up properly it will not behave as expected.

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could you post a screenshot of your blueprint of what happens after a hit is detected? Also are you using a line trace by channel or for objects

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?

modern dirge
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@everyone makes you an account know a crypto currencies without you investing, you receive money every week but it's not much money clicked on the link https://www.mannabase.com/?ref=b80347d1a2

plush yew
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if it's free and abundant, it has no value

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if that wasnt the case, why aren't we using leaves as money?

unreal spoke
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I have a Widget with an invisible text that I want to make visible after 3 seconds. I've put a delay in the widget Preconstruct, but nothing happens.... Ideas? I double check that the text has the highest Z order

keen frigate
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@unreal spoke i did the following and it appears after 3 seconds

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Notice that the text starts off as visible

grim sinew
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Set sky intensity to 1, then fix your textures. The ground and bushes are wildly the wrong values.

plush yew
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is there no dedicated newbie channel?

grim sinew
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Nope

plush yew
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k

rocky portal
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what would a newbie channel even do for you?

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just ask w/e question you need in the respective channel

grim ore
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Suggest starter tutorials, help with question that normally get you yelled at for being stupid in here

rocky portal
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you can do that in any channel

grim ore
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yeah but no one likes getting yelled at when starting out

rocky portal
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My experience is that people only get yelled at when they don't listen to advice like "Follow this tutorial first"

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because most newbies will ask how to do specific things that are beyond wher they are at in ability

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and they need to understand some core stuff before what they are trying to do can be addressed

celest hill
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Uh just to clear up, removed the post to avoid any other confrontation is all. Been doing different roles for 10 years now so quite happy to be told I'm a newbie and I am, lighting is entirely new to me so no offense taken :). But regardless thanks to a really friendly guy on here directly messaging me and giving me some great advice on starting from scratch instead of trying to figure out the lighting the designers have been using for blocking out I'm already making headway again (y)

keen frigate
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@celest hill Do you want to share your results?

celest hill
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Sure can do when I'm happy with some stuff πŸ˜ƒ

rocky portal
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@celest hill there are some really good Udemy courses

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that frequently go on sale

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one has an Archviz demo that goes over a lot of lighting concepts and how to setup a scene with some nice looking lighting

plush yew
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Anyone had this issue where like

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you can't select certain foliage?

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Its just unselectable

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Seems like the foliage was on a separate level

cinder iron
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long time no see @rocky portal

wicked kettle
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Hey guys! I made a door with anims, it works perfectly on the server side on closing or opening, but when I try to do the same on the client side , it wont update the server, so the server side doesnt see at all the request from the client. Any ideas?

rocky tendon
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@wicked kettle RPC to the server, then run the door opening code there

unreal spoke
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@keen frigate Thank you!

plush yew
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@cinder iron u troll

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LOL

cinder iron
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?

ember dove
plush yew
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That's you right

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xD

gaunt raptor
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sorry for the spam today πŸ˜› Is there a way to import a video and trigger it to play ingame ? Our sequences are fucked so we only have the rendered videos left and we need them to make a few cutscenes

plush yew
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@cinder iron

cinder iron
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no ?

rocky portal
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@cinder iron you too...been away from unreal doing other things hehe. Trying to work on something new I've never messed with before

plush yew
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@cinder iron this dude is saying not having dubstep music on my main menu is a bug

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lmfao

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u gotta admit thats pretty hilarious

rocky portal
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I personally would never play a game that doesn't have dubstep on the main menu

cinder iron
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I would, I don't know what that guy was saying

rocky portal
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that's funny

plush yew
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my game is bugged

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because no dubstep

ember dove
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Freakin bugs preventing dubstep music to not play on the menu

cinder iron
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idk probably a kid @plush yew just ignore it

plush yew
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I thought it was funny

cinder iron
ember dove
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Better give the kids what they want jenLUL

cinder iron
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anyways all of that should have go to lounge lol

plush yew
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yea true

unreal spoke
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How to import a regular jpg/png image as a cubemap in UE4? I already created a png of (320x6) x 320 and it's not detected as cubemap

ruby robin
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Any advice on how to add additional collistions for a character? I have a dinosaurs and he's long)

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Or a dog, and animal.. Does not really matter..

craggy birch
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Is it a sin to mention the fact that I just found out you dont have to pay to sell a unity game

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I'm annoyed now

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UE4 is better, but I can't make money from my game unless I use Unity

ruby robin
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@craggy birch 5% is not that big.. It's pretty small compare to how many you can get with good game..

obsidian nimbus
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there is no entry fee

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and if ur solo u allready makin some decent $$ b4 u need to pay

frosty bloom
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I wouldn't really discuss it tbh. Have fun over at Unity

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If the cons and pros isn't obvious as is

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Β―_(ツ)_/Β―

ruby robin
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What about collisions, guys? I can't make horizontal characters using Character class?

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Do I have to write my own Movement Component?

digital anchor
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found pretty hard to use character for non humanoid characters

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then i used floating pawn as the movement component and enabled physics for gravity/collision

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not sure its a good idea if youre doing MP tho

ruby robin
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Yeah, looks like I have to use Pawn for the game anyway(

rocky portal
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@craggy birch Pretty sure that you have to buy a license for each seat if you make a certain amount of revenue

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you also might have to buy a license for every unity addon for every seat

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Unity isn't cheap when you want certain functionality and there are more upfront costs than Unreal

karmic thistle
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Im trying to Export UE4 Manequin Skeleton, but It doesnt work, cant click on "Export Selected"

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any help?

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I need this on FBX to start working on the rig of my last character

grim sinew
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Export the one with the pink line.

karmic thistle
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how?

grim sinew
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By not doing that. Right click on it and it's one of the options.

karmic thistle
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it doesnt work

grim sinew
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That's not what I said.

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Right click. On the skeletal mesh. And it's one of the options.

karmic thistle
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CanΒ΄t select fbx format

grim sinew
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On the SKELETAL MESH.

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The one with the pink line.

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Not the skeleton by itself.

karmic thistle
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ty

rocky portal
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I have a "SkeletalMesh" tank in an FBX and I want to import it in chunks

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ie the Hull, Turret, Gun separate

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the Hull needs its own rig

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so really the Hull is the only "SkeletalMesh" atm

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I don't even need a turret right now bc I'm just trying to get it to move

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How do I do this?

karmic thistle
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I`m in the same painfull work

grim ore
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If they are already seperate in the original FBX then just don't combine them when you import them in. If they are all one mesh then your gonna need to change that in your DCC program.

real bolt
worldly axle
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@craggy birch Chances are you will will never finish your game so it's a bit silly worrying about Epics meagre 5% royalty. It's the 30% steam takes that should scare you

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I know this crap is covered by NDA but does anyone know if steams cut is negotiable based on sales or drops down over time based on sales

frosty bloom
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Just pray a competitor arises and makes the cuts they take competitive

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There is already a few out there, just not popular enough to be competitive atm, such as Origin/Uplay/GOG/WindowStore (examples)

whole quarry
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@worldly axle you know its NDA, and still ask? Send a mail to vavle :)

obsidian nimbus
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you can use itch to sell stuff thats a nice1, discord could make a competitor, perhaps epic now so many ppl got an account to play fortnite πŸ˜›

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considering you also get zero visibility on steam its not that great of a storefront for indies anyways

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ur game has to be super good or super crap to get noticed no matter where u put it πŸ˜›

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any medium looking zombie shooter gets trown on a pile with similar games and another gets piled ontop of urs every hour πŸ˜›

craggy birch
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i aint paying to put it on steam

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also i got a really good game so far

worldly axle
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I never even heard of that site @craggy birch

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Gl with sales

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Why not just stick it on everything

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for as much exposure as possible

inner yacht
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Can anyone tell me how to fix a fbx with overlapping UVs in blender? When I build Lighting is says 64% overlapping.

worldly axle
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youtube

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how to set uv's up for unreal

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in blender

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easy

inner yacht
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I made a tree with leaves is killing me lol

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thx for advice

worldly axle
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there should be a lot of tutorials on it

inner yacht
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yea was there first

worldly axle
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it's not too hard, you just got to open the uv sheet and move them around to fill as much space as possible without overlapping

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and leaving some padding space

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so no bleeding

inner yacht
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appreciate it

silent kraken
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evening all

worldly axle
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I don't understand why it's so hard to make an algorithm to do that for you

silent kraken
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I am ill, but still working on my game

opaque salmon
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i'm probably doing something dumb but I'm trying out world composition and my tiles seem to always be invisible

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I checked their z height and they should be the same as the persistent start area, and they're loaded in

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Can't seem to find anything on google

lost ember
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how can I get rid of that annoying "Starting Visual Studio" notification

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Stays there even after VS is launched

karmic thistle
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Why does UE4 not detect my Skeleton/Rig when importing the FBX?

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I exported from Maya with FBX 2016

livid walrus
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Hey, so I’m making a iOS game and I was wondering if anyone knew how to use tilt controls.

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Like you tilt the phone one way and it interacts with the game

tame flint
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okay i am confused I have this switching to a new material and setting the parameters on the materials but the opacity only changes on the first element of my mesh (0th element), the first element switches to a new material but the parameter for that element never changes???

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so the parameter on the (0 element changes opacity), but the parameter on the (1 element) does not change opacity? Anyone have a clue

keen frigate
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Evening everyone πŸ˜ƒ

graceful grove
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@livid walrus If you're doing it with C++ you can bind motion input to a function like so PlayerInputComponent->BindVectorAxis("Tilt", this, &ATiltCameraControlCharacter::TiltCamera);

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In Blueprint you can use the node GetMotionState which returns all of them

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By all of them I mean tilt, gravity, rotation rate, something else πŸ€”

round bloom
frosty bloom
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Dead honest, I Don't see any usage for that. I see no IK, just a character with the feet locked in the same spots. Hard Feedback
Edit: Do you have any example of it used? Like on a hill, blending in & out of that motion etc

slender monolith
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@round bloom I would debug it first I don't think it will sell well like that.

graceful grove
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@round bloom The video editing really sells it

round bloom
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@frosty bloom Do you know what Ik Is?

frosty bloom
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Sure do, I'm a happy owner of IKinema, have it setup for quite a lot of things.

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I also created an IK system right before getting that.

round bloom
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Bro I saw IKinema

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Its alright ,

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But its not as entertaining as watching this guy dance around baud πŸ˜‰

frosty bloom
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I was merely giving feedback, as a game developer I wouldn't want someone to hold back if I asked for feedback, it's what pushes us to do better.
Do you have an example usage of your product? Or is it merely something you mashed up by accident and found amusing?

round bloom
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Hold up

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The WHole thing Is A Joke, Cause It was Entertaining, But I have improved the ik system dramatically since the video he no longer walks around like a drunk man.

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either way, I'm not giving up till i perfect it.

frosty bloom
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Then I apologize if I came of as rude, I missed the joke πŸ˜ͺ

round bloom
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Its chill erik.

obsidian nimbus
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u should totally keep the drunk as an option

round bloom
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Agreed.

graceful grove
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Legitimately you could sell a broken IK and physics driven animation set on marketplace and probably do alright with people who want to make meme games like Totally Accurate Battle Simulator

obsidian nimbus
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whats the shakey cam about?

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u should use seq and a crane

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put some super high production value in there πŸ˜›

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the music and lighting is nice

round bloom
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Bro I did it for the memes

obsidian nimbus
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yea, but good production

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did u even sit in a directors chair? πŸ˜ƒ

slender monolith
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tbh it reminded me of the thriller music video

obsidian nimbus
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i know my memes yo πŸ˜›

round bloom
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F*ck man i msged Eric Hasshoof, and this guy wont even respond now, Damn Scrub.

slender monolith
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whose that?

obsidian nimbus
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just saying a crane and a grand finale would make it a lot more awwsome

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the rest is good πŸ˜ƒ

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dont use external recording software when u got top notch stuff in UE itself πŸ˜›

round bloom
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damn your right.

slender monolith
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On facial blendshapes whats the target size of the fbx you guys would look for. currently mines pushing almost 1gb to get full facial movement, but the fbx is only 1.2mb

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for the character/textures

round bloom
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My target size is 0 mb

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BUt il settle for greater than that.

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hbu? honey?

obsidian nimbus
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offc im right, i know my UE4 memes πŸ˜›

frosty bloom
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Just read your message @round bloom , what's your question?

slender monolith
obsidian nimbus
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ahh, how many poly?

slender monolith
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12k

obsidian nimbus
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damn looks good for 12k

slender monolith
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normal maps ftw

obsidian nimbus
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1.2 gig blendshapes made me thing 5 mil πŸ˜›

round bloom
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@Owniator, Are you an animator by trade?

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@obsidian nimbus

obsidian nimbus
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nah

slender monolith
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it has phonemes for 3 languages

obsidian nimbus
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but i can do animations just not great

slender monolith
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thats where the 1.2gb comes from

round bloom
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This chat is full of slackers

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unreal slackers

obsidian nimbus
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im doin the unreal gamejam atm

slender monolith
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because when you can render in realtime, I see no reason to dub voices I'd figure it would be better to re render the scene with the facial expressions and movements for the language being used.

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fyi, never attempt to do phonemes on a character for chinese. you'll never be able to finish.

round bloom
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@slender monolith , No one does that per language, you'd be there forever, waste of time.

slender monolith
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I did for english spanish and french tho!

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I tried chinese for two weeks and got 1/100th of a % finished and gave up.

round bloom
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😦

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Lol not even animes, would redo there Phonemes, just redub it and call it a day bro.

slender monolith
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Anime is much harder to redo than 3d rendered in realtime tho.

round bloom
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says the guy who got 1/100 %.

slender monolith
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thats japanese, not chinese.